Post by sharkbait on Jan 17, 2011 14:59:37 GMT 1
Situation: 3 lightly armed civilians (all Q4+; 1 w/ shotgun, 2 w/ pistols) are in the grocery store surrounded by zombies. A small group of 3 police/SWAT officers is advancing towards the store to rescue the civilians. One Police Officer (Q3+) is armed with a shotgun, one (Q3+) with a SMG, and the other (Q4+) with a pistol. All have a heavy melee weapon.
There were 14 hungry zombies (stats from the F&F rulebook) scattered around the board, with 2 at each entrance to the grocery store.
At the start, the good guys activated first. The Officer w/shotgun (Hero) moved towards the grocery store and took an aimed shot at a close by zombie. The zombie was hit and only knocked down. The pistol armed Officer activated next and walked up to the downed zombie and finished “it” off with a shot to the head. The SMG armed Officer then joined his friends, and took fire at another zombie. This time, the zombie was pushed back. Not a bad start for the Officers. Meanwhile, at the grocery store, the civilians decided to stay low and wait for the Police rescue.
The zombies activated one-by-one with most shambling towards either the Police Officers or the grocery store (which ever was closer). A zombie at the front door of the grocery store activated and started attacking the door. Luckily for it, the door couldn’t take the beating and was swung open. At the back door of the store, the zombies were unable to break it down.
The next turn had the civilians in the store activating first. The Civilian w/ Shotgun opened fire on the zombie in the now open doorway. The blast knocked it down, but didn’t kill it. One of the pistol armed civilians that was near the door, dispatched the zombie with her pistol. Unfortunately, the remaining good guy in the store was unable to activate (turnover – got greedy with the activation roll).
The good news was that the zombies all rolled very poorly during activation attempts. A couple were able to move closer to the Police Officers in the street, but not much else. (This trend continued for the rest of the game).
The Police Officers started activating next, and were quite successful at moving towards the store, but couldn’t hit a zombie with any of their guns (They would roll a 1 or 2, while the zombie(s) would get a 5 or 6; this trend also continued for the rest of the game). The civilians were trying to decide if they should make a break for it (heard the gunfire outside) or wait, and they couldn’t make up their minds (they rolled a turnover).
The zombies next turn allowed one of them to charge the Police Officers, but was knocked down by the SMG before it reached them. A few other zombies were able to move, but nothing too exciting.
Again, the Police Officers activated successfully, but there was no way for them to make it to the store. So they decided to try to take out the zombies in their way, but – again – couldn’t hit a zombie if their life depended on it. The Civilians finally decided to make a break for it. The guy with the shotgun walked out first and knocked back a zombie by the door with a shotgun blast. The others followed.
Again, the most of the zombies miserably failed activation rolls. There was one exception – a zombie passed 2 activation dice. It was able to move towards the civilians and attack the guy with the shotgun. The civilian was too surprised to shoot the charging zombie, but was able to knock it safely away from him.
The civilians decided they’ve had enough zombie action, so they hustled down a side street that seemed relatively safe. Seeing the civilians running away, the Police Officers also decided to disengage and hightail it away from the zombies.
Summary: The results were pretty lackluster in body count, only 3 zombies were “killed” and none of the living were hurt. The good guys had plenty of actions available, but rolled quite poorly while shooting. On the hand, the zombies had difficulties activating.
I had fun even though there wasn’t much action. At least I was finally able to put the F&F rules to use. Some other thoughts on the game: zombies are hard to kill and good activation rolls are very critical for both sides. For the most part, I rolled one activation dice per zombie to try not to get a turnover. However, if one was close enough to a living model, I would roll two or three in order to get 2 actions (move and attack). They were never able to take advantage though.
There were 14 hungry zombies (stats from the F&F rulebook) scattered around the board, with 2 at each entrance to the grocery store.
At the start, the good guys activated first. The Officer w/shotgun (Hero) moved towards the grocery store and took an aimed shot at a close by zombie. The zombie was hit and only knocked down. The pistol armed Officer activated next and walked up to the downed zombie and finished “it” off with a shot to the head. The SMG armed Officer then joined his friends, and took fire at another zombie. This time, the zombie was pushed back. Not a bad start for the Officers. Meanwhile, at the grocery store, the civilians decided to stay low and wait for the Police rescue.
The zombies activated one-by-one with most shambling towards either the Police Officers or the grocery store (which ever was closer). A zombie at the front door of the grocery store activated and started attacking the door. Luckily for it, the door couldn’t take the beating and was swung open. At the back door of the store, the zombies were unable to break it down.
The next turn had the civilians in the store activating first. The Civilian w/ Shotgun opened fire on the zombie in the now open doorway. The blast knocked it down, but didn’t kill it. One of the pistol armed civilians that was near the door, dispatched the zombie with her pistol. Unfortunately, the remaining good guy in the store was unable to activate (turnover – got greedy with the activation roll).
The good news was that the zombies all rolled very poorly during activation attempts. A couple were able to move closer to the Police Officers in the street, but not much else. (This trend continued for the rest of the game).
The Police Officers started activating next, and were quite successful at moving towards the store, but couldn’t hit a zombie with any of their guns (They would roll a 1 or 2, while the zombie(s) would get a 5 or 6; this trend also continued for the rest of the game). The civilians were trying to decide if they should make a break for it (heard the gunfire outside) or wait, and they couldn’t make up their minds (they rolled a turnover).
The zombies next turn allowed one of them to charge the Police Officers, but was knocked down by the SMG before it reached them. A few other zombies were able to move, but nothing too exciting.
Again, the Police Officers activated successfully, but there was no way for them to make it to the store. So they decided to try to take out the zombies in their way, but – again – couldn’t hit a zombie if their life depended on it. The Civilians finally decided to make a break for it. The guy with the shotgun walked out first and knocked back a zombie by the door with a shotgun blast. The others followed.
Again, the most of the zombies miserably failed activation rolls. There was one exception – a zombie passed 2 activation dice. It was able to move towards the civilians and attack the guy with the shotgun. The civilian was too surprised to shoot the charging zombie, but was able to knock it safely away from him.
The civilians decided they’ve had enough zombie action, so they hustled down a side street that seemed relatively safe. Seeing the civilians running away, the Police Officers also decided to disengage and hightail it away from the zombies.
Summary: The results were pretty lackluster in body count, only 3 zombies were “killed” and none of the living were hurt. The good guys had plenty of actions available, but rolled quite poorly while shooting. On the hand, the zombies had difficulties activating.
I had fun even though there wasn’t much action. At least I was finally able to put the F&F rules to use. Some other thoughts on the game: zombies are hard to kill and good activation rolls are very critical for both sides. For the most part, I rolled one activation dice per zombie to try not to get a turnover. However, if one was close enough to a living model, I would roll two or three in order to get 2 actions (move and attack). They were never able to take advantage though.